Author Topic: 1400 Hull for Spire  (Read 7228 times)

Offline Daft Loon

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1400 Hull for Spire
« on: October 13, 2016, 12:42:44 am »
Giving the spire a serious hull health boost would aid it a lot against the low hull damage Hades-Lumberjack-Merc-Artemis type combinations that make it almost impossible to use in certain situations. The effect on the match-ups where the spire is currently balanced or overpowered would be smaller on average due to the opponents mostly having overkill on hull damage, ex the effectiveness of a metamidion vs a spire would barely change.

As a counterbalance it should probably drop to 25m/s top speed same as the plans for the mobula, This would have an effect inverted from that above - barely effecting the spire in a long range fight while making it less effective at rushing with a hwacha or reversing full speed vs close range opponents, the two overpowered tactics currently.

Squid vs spire will still be as one sided as ever if the squid pilot has a brain but having a single complete counter isn't too bad.

Offline Atruejedi

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Re: 1400 Hull for Spire
« Reply #1 on: October 13, 2016, 01:31:33 am »

Offline Dementio

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Re: 1400 Hull for Spire
« Reply #2 on: October 13, 2016, 07:04:03 am »
That would help, but I fear that it won't solve the issue, but delays it instead. With 400 armor the Spire will still need to  tank the second a Hades is visible, with a speed reduction it will be even more dead when facing anything other than a Galleon in close range. It needs armor and mass.

Hwachas are there own issue, and I really want the heavy clip nerf to be undone, so that the Hwacha buff can be undone.

Offline Daft Loon

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Re: 1400 Hull for Spire
« Reply #3 on: October 13, 2016, 11:51:55 pm »
I think delaying is about the best that can be done without changing parts of the hitbox or creating more problems. Increased armor would be best for top end play but a big enough buff for that purpose would make it almost auto win against anyone lacking in the ability to lumberjack,hades or squid.

A bit more mass would make sense on account of it being the second largest ship, although if you ignore the ridiculous flying lead triangle the spire is second heaviest equal with goldfish already.

Offline Helios.

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Re: 1400 Hull for Spire
« Reply #4 on: October 14, 2016, 01:30:06 pm »
i just want that big shield thing on the front to take less damage. we know it can be done because the boss ships have the mechanic already, where the hits to non-vital parts of the ship don't receive their damage type bonuses. this is the perfect balance between getting hits and doing damage in THIS case i think. it's a huge shield on the front of the ship, what else is it supposed to be, if not protection? the long range fighting capabilities would increase, as precision at 1200 yards is a rare gunner indeed, but shunting off a percentage of hits would be a huge boon in long range combat, which is supposed to be the forte of the spire. conversely, a gunner can hit ANYWHERE but there off the front of a charging metamidion without difficulty, making it largely unchanged against its counters but stronger at the things we want it to be strong at. it might also give a VERY good spire pilot at least SOMETHING to do when being charged by a metamidion: hydrogen that shield up into the beak so teh ram isnt a instant kill. getting flanking positions against spires becomes much more important, and isnt that what we wanted it to be in the first place?

Offline Daft Loon

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Re: 1400 Hull for Spire
« Reply #5 on: October 14, 2016, 04:26:59 pm »
That would help a lot vs attempts to hit the main gun with a merc, if strong points on ships armor was being done though the pyra's beak would probably be first in line.

The best thing for a spire pilot to do vs a charging metamidion is to leave the helm, run over to the top right side gun and start dropping charged mines in its face, eventually they just stop trying to charge at all.